Probably going to tweak it a lot more, 'specially the gloves. Going to need to modify it to incorporate the geometry I haven't added yet also. Like hair. And goggles. (Not showing a render because right now the sight of it gives me nightmares. THAT FACE.

Something for Moonlight (though with 9 days left, there's no way I'm pumping out 45k words. Still, I'll try to get as far as possible.) What happens when you apply the "cutvee" treatment to an armored car?

I'm diggin' the new set of brushes, you bet. The anatomy seems a tad off, but it may just be the angle of the pose throwing it off for me. It's like the back of her head sits a bit too far to the rear, maybe it's the way that last tuft of hair is poofing out.

Completely understandable, given the background. Great stuff, as always.

So I rounded it off a bit more, added in one of the more modern H&K trigger groups, added a G36-esque charging handle, and added rails and a flash suppressor (design from the MP5). The first variant with the moddable rails got scrapped because while I think it looks cool, it's also not very H&Kish. So i ended up pulling the handguard design from the G36.

All in all, it was an interesting attempt at trying to make a fictional product for a real-life company.

The thing with the G11, though, is the absurd magazine. 45-round single-stack means a very long magazine that most definitely will not fit in standard mag pouches. I pondered how a soldier would store those magazines, gave up, and started playing Skyrim.

Hmm... those arrows are long and thin... almost like the G11's magazines...

Yeah, I kinda agree with xion; the trick with pianting over models is to try to let the lighting of the model do all the work... then fill in lines and features without losing what the 3d render is giving you.

my buddy nick carver has a cool gif kinda showing how he does it, which I think is pretty spot on.

New program! Sculptris! 100% free (always good), and by the same people who do ZBrush. In a way, it's Zbrush Elements. Also has better sculpt support than Blender (dynamic subdivision, etc). But not much (read: PrintScreen) in the way of rendering capabilities, so I end up exporting to Blender and lighting the model there, and then exporting the render to Photoshop.

Eh, I'm sure there are people out there who have even more complicated art pipelines.

Portrait of a face of a friend. Sculpting seems even faster than grayscale painting for me. Probably because when sculpting from refs, you can move the sculpt around to match the new position of the ref.

Armored thruster dress thing I've been concepting on paper for a while. Will make into a full picture sometime later. Experimenting with hard surface sculpting in Sculptris, but not too much work actually spent on actually making the edges nice and smooth.